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Maniaplanet 4

Maniaplanet has been updated to version 4, and many things changed regarding our everyday deeds, mostly things based on technical issues. It is the day, that even Dedimania caught up with the new systems, and server controllers are also in development.

We already made a small recap of the current state of Maniaplanet 4 facts, problems and some troubleshooting tutorials in our previous news.

Missing features due to beta state

No 64x64x64: Currently the new UI doesn’t offer to pick 64x64x64 template in editor. Solution: You will find a Base64 folder when you open up the editor, where you can find the 64x64x64 basemaps. Open, edit, save.

In solo mode, there are bugs regarding map authors what we cant fix at the moment.

We deeply hope these things will be fixed as soon as possible.

GUI

With the new design of Maniaplanet, we also updated the Competition Titlepack with the TitleMaker so now it matches with the new outlook.

Missing maniacalendar: for now, the calendar will be not present, but will be added in the next release – still many basic features to adopt and fix. We do not want to leave it, but currently theres no good idea how to implement it.

Online

Online now shows up all the Stadium servers. If you just want to see the titlepack ones, you can browse them in the Titlepack station’s Multiplayer tab.

Block updates

Due to the graphics engine, some of the older blocks changed, but they have been already updated.

The amazing magnet blocks have been added now. If you wonder what they are, check out this video by the creator SkySlide!

Solo mode

And now for the most exciting part: we have enabled the Solo menu with a selection of maps from the most beloved styles.

As you know, Solo mode stores records instantly, so no need to hassle with official tries. All of these new features let us decide to start the competition campaign.

Competition campaign

In general it is a problem that many players leave, but it is also our duty to welcome new players within the competitive scene. We all know how it is nowadays; we imagine that even more players could start strengthening all scenes, and learn techniques.

The Competition campaign is the solo mode of the Competition Titlepack, which has a few but very important aims:

to introduce the competitive side of Trackmania

to offer a progressive campaign in order to learn the most known techniques for every skill level (beginner – pro)

to introduce the creative side of Trackmania with all the featured blocks the Competition titlepack supports

to give a standard base of mappool which can be the instrument of team recruits, etc.

Structure

The campaign will contain the five main categories (white, green, blue, red, black), and for the start we will provide 5 maps for tech, fullspeed and dirt per category, which will be extended in the future with the new blocks. We can consider other styles to include, but for now these seem to be the best choice and also depends on how we can customize the campaign structure, which is a quite decisive question regarding the campaign. We wouldnt force players to play maps/styles they dont like.

The map concepts will be based on an agreement an a demand of which techniques and features what a new player need in order to improve his/her skills.

All maps will be built by the most talented and reliable map builders.

Every map will have 4 medal ghosts to race against, as well as GPS and some other mediatracker driving help if there is a need.

All medal levels will be adjusted so everyone (new players) can get easily into our scene.

For all this, we need to come together and build up a creative crew to be able to complete the first release of the Competition Campaign.

Current status

To give this new solo mode a try, we put a few different maps already which you can hunt on now.

What is new?

Basically the menu and its code hasn’t been touched, since the first major update is planned when Maniaplanet 4 is out.

However, regarding the editor, we have over 300 new blocks to offer! This may sound a bit much, but they are properly ordered so you cannot lose yourself within the editor. NOTE: some modifications regarding the order can be performed later on, to reduce the row length.

Here we present the most important categories of the new items.

Checkpoints

Even some more starts, checkpoints and finishes were added, all with a king size version (double wide) extended!

Small tipIn case you want to use these CPs on the ground surface, you might need to manually fix the height of them in order to make them placed correctly on the surface. To do so, keep pressing Q to search for the precise height. Each of these blocks have 3 levels.

New steep-platforms

After having the platforms with smaller angle (~15°), we added ones around 45°, with all extensions: curves, turbos, also with transitions into each other.

Individual colours were added to each type so you can see which one you are picking. It also makes it easy to see which transition block you need when changing from one to the another type.

Additionally, there are some realizations of old road hills now in platforms, such as these ones:

Bugfixed old elements – extended

Forget about the bugs provided by the blue borders and the good old ramps! The bugfree versions are extended with some more sizes as well.

Loops/walls

New loop sizes and variations have been added, separately to connect to road and platform. Here you can find all the suitable loopings for your platforms – just check the matching colour and pick a size.

Tunnels in dirt hills

Maybe one of the most exciting features, based on a very old request, now is available to use!

How to use it? 1. Compose and place your tunnel entry. 2. Build a hill (a complete one) with the hill tools (do not use the default terraforming blocks) around your entry. 3. Complete the tunnel by placing the exit and making the hill fully closed (holes are not nice).

Right now, basic dirt and platform straights and turns are available.

Dirt roads

Some dirt roads added here too (some based on regular asphalt roads) to ease your building process and to add some new content to your dirt/hill/tunnel creations.

Deco: pole variations

As the name says, some more additions to the pole pool of the editor.

Presentation video

Lastly, here is a small video, presenting some of the new major contents of the title pack update, by the block creator skyslide himself! Enjoy!

New features

Naturally you want to see what it offers. It would be a bit long to write everything down here, so we would just like to open your eyes and let you discover it yourself…

Using Title Pack editor

First of all, every object of the custom ones are able to be rotated in every directions.

source: tm2rpg.blogspot.com

You can find the new objects under the tree icon, or press F4.

Building territory

Mostly for fullspeed issues, but in general we let the building territory limited in 64x64x64 size.

Block types

In this title pack you can find blocks, which were already used in the scene, in embedded forms mostly. Beside these, we have our own developments, thanks to Skyslide!

AutoRotation CPs (by Jui)

Little poles, which let you place start, checkpoint, end points at any place/angle you want.

Basic platform variations (by Skyslide, xrayjay)

This new list of platforms lets you use grass, blueground (rotate 180° for it), dirt and enginecut surfaced blocks, different cutouts and forms of the basic platform block, constant 200% turbos in two sizes and a half ramp.

Platform slopes (by Skyslide, Jui)

A long-wished feature, letting we drive on half-sloped platforms, platform turns, combined with 200% turbos in more sizes, which makes it a big list of blocks in the end, even without rotation.